Traveller-digest      Tuesday, August 10 1999      Volume 1999 : Number 935



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Re: Re MT Tasks
Re: Explain to me how radios work
Re: Explain to me how radios work
RE: A New Traveller
Geonee & Vilani
RE: Stats & Skills
Re: More Sword World history
Re MT Tasks
Planetology 101 Part 11
Re: Planetology 102 Part 8
Expanding GURPS TL9
test, and hello everyone
RE: New Art
Re: Expanding GURPS TL9
Re: Expanding GURPS TL9
Re: Any Newton users?
Mainland Europe GenCon
Re: Explain to me how radios work
Re: Explain to me how radios work
Re: Program Output
Re: First In
Re: First In
RE: A New Traveller
RE: A New Traveller
FW: Perseid meteor shower and Eclipse

----------------------------------------------------------------------

Date: Tue, 10 Aug 1999 07:59:14 -0500
From: Anthony Salter <badman@austin.rr.com>
Subject: Re: Re MT Tasks

>I use Att/3.
>0-2 = +0
>3-5 = +1
>6-8 = +2
>9-11 = +3
>12-14 = +4
>15-17 = +6 (note: K'Kree can get this high on Str, and Aslan, Vargr,
>Virushi, etc can also reach 16 or 17 in one or two stats each.)

Virtually identical to a system I came up with, with one exception - why
the jump from +4 to +6?

I've actually rewritten the rules to stay on the Traveller scale of 1-15~
but give a GURPS-like method of skill handling (that is, each skill has a
unique number - rolling over that number on 2D indicates failure).

I've got a one-page summary of the rules...if anyone wants to see it I'd be
happy to post.  If you want to check out the whole thing (it's still alpha,
of course, be gentle) it at http://home.austin.rr.com/darkbox/one.htm .

Badman

------------------------------

Date: Tue, 10 Aug 1999 14:07:37 +0100
From: Phil Kitching <postmark.design@btinternet.com>
Subject: Re: Explain to me how radios work

At 11:44 10/08/1999 +0100, "Derrick Jones"
<dojones.whitestar@btinternet.com> wrote:
>Matt Clonfero <Matt-C@aetherem.demon.co.uk> wrote:
>
>>Note: A 10km range portable radio will tend to be a line-of-sight
>>transmitter; unless the EW team is within line-of-sight they will not be
>>able to intercept the transmissions.
>
>I would say, using modern military comms as a basis, that portable
>radios would NOT be line of sight.

I don't think he meant that they wouldn't be omni-directional.
Just that there is no ionosphere or other atmospheric effects
to help you communicate with someone over the horizon (ie masked
by the curvature of the planet.)

The idea is that 10km on the Moon would require either a satellite
relay or a tall antenae, so a listening station 30km away wouldn't
be able to hear you.

Still, they could probably use a satellite in orbit to evesdrop,
which comes back to the question of can a satellite, in orbit 100km
up, listen in on a communication between two 10km radios?

Phil Kitching
- --
  http://www.btinternet.com/~salvo/
  Postmark Design Bureau, Emerging Technologies Division.
 "Microwaving half-baked ideas from across the Galaxy"

------------------------------

Date: Tue, 10 Aug 1999 04:38:20
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Explain to me how radios work

At 11:44 AM 8/10/99 +0100, you wrote:
>Matt Clonfero <Matt-C@aetherem.demon.co.uk> wrote:
>
>>Note: A 10km range portable radio will tend to be a line-of-sight
>>transmitter; unless the EW team is within line-of-sight they will not be
>>able to intercept the transmissions.
>
>I would say, using modern military comms as a basis, that portable
>radios would NOT be line of sight. Battlefield man-pack radios require
>that the user be able to operate it without having to change facing...
>(keep your eyes towards the enemy!).

Line of sight in terms of the signal to antenna path being unobstructed,
not having to aim the signal.

Using the venerated AN/PRC-77, we could lose signal by going into a shallow
depression.
- -- 

Doug Berry             dberry@hooked.net
http://www.hooked.net/~dberry/index.html

------------------------------

Date: Tue, 10 Aug 1999 09:20:24 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: RE: A New Traveller

Badman writes:
>Greetings all!  My name is Anthony Salter, and I just subscribed to the
>TML.  I've been a Traveller fan for a long time...I have at least the
>player's book for every edition of Traveller there is.  I've recently
>gotten back into the game due to GURPS Traveller, and thought I'd join the
>list.  Thank you for your patience :)

	Hi and welcome.  Just remember never to say P****e without
	ducking.

;)
Peez

------------------------------

Date: Tue, 10 Aug 1999 15:20:53 +0200 (CEST)
From: =?iso-8859-1?q?Helge=20Hudel?= <h_hudel@yahoo.de>
Subject: Geonee & Vilani

Been away for quite a while... so perhaps somebody already asked and
answered this: DGP's Vilani & Vargr says that Vland has a surface
gravity of 1.3 g. Carlos Alos-Ferrer says on his site for Shiwonee
(Geonee Homeworld) that it also has 1.3 g and an atmosheric pressure of
1.5 atm.
What leads to the physiological differences between Vilani and Geonee
who appear almost to look like dwarfs while the Vilani look merely a
little bit stocky ?
Anybody out there to explain?
Thanx
_______________________________________________
Do you yahoo!?
Gesendet von Yahoo! Mail - http://mail.yahoo.de
Yahoo! Auktionen - gleich ausprobieren - http://auktionen.yahoo.de

------------------------------

Date: Tue, 10 Aug 1999 09:31:17 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: RE: Stats & Skills

Michael Hughes writes:
<snipped>
>So in short, Johnny Genius with an Int of 15 does not get a DM of +5
>unless Int is the only applicable stat or if he happens to have the
>skill's other applicable stat at around 14 or 15. And if JG happened to
>be applying his mighty brain gift to a skill he didn't have a skill level
>in, then he'd still only have the equivalent of level 2 once the DM of -3
>is applied.

	This makes sense.  It just goes to show that, very often, a
	rule must be judged in the context of the whole system.

<snipped>
>Hey Peez, if you have a detailed electronic list of your task DMs based
>on a Traveller's former career, I'd love to seem 'em.

	I'd be happy to, if I can only remember to get the file 
	tonight.  Be advised that I play CT, and I have no idea 
	how much the careers, stats, and skills may have changed
	in more recent versions.

Peez

------------------------------

Date: Tue, 10 Aug 1999 09:29:23 EDT
From: AveNelso@aol.com
Subject: Re: More Sword World history

In a message dated 8/9/99 10:18:53 PM Eastern Daylight Time, 
badman@austin.rr.com writes:

<< 
 Couldn't find anything on Hofud or Enos, unfortunately.  Can anyone else
 fill in the gaps? >>

    IIRC, Hofud is an Old Norse word meaning "head" and is the name of the 
sword of the god Heimdal.   Can't help with Enos, but my guess is that it is 
a Hebrew word.

                Dave Nelson 

------------------------------

Date: Tue, 10 Aug 1999 09:36:32 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: Re MT Tasks

William F. Hostman writes:
<snipped>
>I have found that if it needs a table, My players won't use it.

	There is certainly a lot to be said for a simple, 
	straightforward rule rather than a table of arcane numbers.
	On the other hand, players do not have to check every DM
	that applies to them (even ignoring the GM's secret DM's).
	I show my players the tables that I use on demand, but as
	long as they understand the general gist of the table (as
	in "your high Int gives you a Piloting bonus), they are
	happy.

Peez

------------------------------

Date: Tue, 10 Aug 1999 10:15:13 -0400
From: Thad Coons <Sapience@compuserve.com>
Subject: Planetology 101 Part 11

10. Nickel
     I mention this metal chiefly for its industrial uses and to
round out the cosmic top fifteen. This tough, corrosion-
resistant, magnetic companion of iron is usually found along with
it. It makes up about 5% of iron meteorites, and probably
planetary cores as well. It combines with oxygen rather poorly
and not much better with anything else. It is used in coinage (although,
oddly enough, not in the US 5 cent pieces) and it makes a fine
catalyst for various chemical reactions.
     This association with iron means that it turns up in iron-
bearing silicate rocks, but the resistance to oxidation means
that it tends to stay there. It is far less abundant in the crust
than in extraterrestrial sources. 
     Prospectors in the asteroid belts (belters) are mostly looking for the
relatively scarce iron asteroids, and more for their nickel content than
for their iron.  The industrial demand for nickel may fuel more competition
and spark more conflicts between mining corporations such as Sternmental
and LSP than any other single cause.   (I did offer to mention what they
fought over and where and why, if you recall)
  

------------------------------

Date: Tue, 10 Aug 1999 10:15:16 -0400
From: Thad Coons <Sapience@compuserve.com>
Subject: Re: Planetology 102 Part 8

Leonard Erikson wrote:

>Also, since most nebulae have had recent supernovae in the vicinity,
>they are rather "enriched" in short halflife radio-isotopes. Thus, as
>the "snowballs" and "dustballs" getr bigger, it gets harder to radiate
>the heat generated by radioactive decay. This provides a more or less
>*continuous* source of heat for allowing larger bodies to
>differentiate. 

Thanks for the addition. Most of the heat up to the point of boiling off
volatiles should be generated by collisions, but for melting minerals, it
might be a little iffy. For larger sized bodies, radioactive heating should
be significant and assist in core formation.  I think I recall the subject
of radioactivity crossing my mind, but it didn't stay long enough for me to
recall its role in interior heating.
  

------------------------------

Date: Tue, 10 Aug 1999 10:36:53 -0400 (EDT)
From: William Prankard <cmdrx@magicnet.net>
Subject: Expanding GURPS TL9

Expanding GURPS TL9 for use in GURPS:Traveller, or
"Giving the Sword Worlders a Fighting Chance!"

I feel that GTL9 is much to broad in G:T.  It is used to encompas 3
traveller tech levels 9-11.
GTL9 seems much to primative to represent the old traveller tech levels of
10 and 11, as can bee seen when making a ship with GT9.  GT9 ships are
abysmaly slow and the power plants are very large and clunky.  to me this
does not give the Classic Traveller feel, especialy for the Sword Worlders
who played a part in the 5th Frontier War.  They had to have better ships
than what GTL9 can give.

Therefore IMTU I have implemented some changes to the TL structure.  I
believe that this was suggested previously.  I wish to give him thanks for
the suggestion.  (Rob Prior, was that you? <G>)

Below is the TL scale I use IMGTU
TTL     GTL           Effect
8            8               Use GTL8
9            Early 9     Use GTL9
10          Mid 9       GTL9 Components with GTL10 Fusion Power
11          Late 9       As Mid 9 above, but add special reactionless
thruster 
12          10             Use GTL10
etc.. as normal

In the special reactionless thruster, what I did was double the weight of
the thrusters used at GTL10 and kept the power requirement the same. this
fits nicely between the thrusters used at TL9 and 10 on the chart in
Vehicles.  I realize that 'inventing' my own thruster this way will get me
branded as a heritic.  Now I have blasphemed against Traveller and GURPS!
(I wonder what Eris will say to that <WEG>)

I have a big list of modules using this system currently in text.  I will
be posting these to my website, along with some Sword World ships.  If you
can't wait for the web posting, email me and I'll send you the list.

BTW, this will work very nicely with those of you who have M:0 campaigns
using G:T as well as Sword World campaigns. <G>

Enjoy!

\\  // Commander X
 \\//  CEO X-TEK Industries of Deneb, LIC
T E K  Military & Civilan Starship Contractor
 //\\  High Energy Weapons Research
//  \\ http://www.magicnet.net/~cmdrx/xtek/xtek.htm

------------------------------

Date: Tue, 10 Aug 1999 10:57:33 -0400
From: intrepadv <intrepadv@geocities.com>
Subject: test, and hello everyone

hello, hope this works, new to the list.  Wondering if there is any
resource with a list of players, and their relative locations compiled?
I am in Alexandria, Va and looking to play traveller, however am new to
the area, so.....

Thanks in advance, happy playing everyone

------------------------------

Date: Tue, 10 Aug 1999 08:52:15 -0700
From: "Jesse DeGraff" <fenris@slip.net>
Subject: RE: New Art

OUTSTANDING Mike!  You're really moving along in your modelling skills!
Very nice.  Question.  Does RDS5 have the ability to turn shadow tracing on
or off, 'cause it looks to me like it might be off?  With shadows off, you
get the basic lighting on the model, but you don't actually get any cast
shadows where you should.  Obviously this increases render time, but it's
worth it in the realism department.

Gotta' head off to the real job.

Best,
Jesse




> -----Original Message-----
> From: owner-traveller@lists.imagiconline.com
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Michael
> Peters
> Sent: Sunday, August 08, 1999 1:45 PM
> To: TML
> Subject: New Art
>
>
> Please check out the type M subsidized liner art on my web page and let
> me know what you think. Thanks to Steve Hudson for several pictures. Any
> error are strictly of my own making from my interpretation.
>
> They can be found at
>
> http://members.home.net/travelleri/index.html
>
> follow the Artwork link
> --
> Mike Peters
> travelleri@home.com
>

------------------------------

Date: Tue, 10 Aug 1999 09:05:11 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Expanding GURPS TL9

William Prankard writes:
> Expanding GURPS TL9 for use in GURPS:Traveller, or
> "Giving the Sword Worlders a Fighting Chance!"
> 
> I feel that GTL9 is much to broad in G:T.  It is used to encompas 3
> traveller tech levels 9-11.
> GTL9 seems much to primative to represent the old traveller tech levels of
> 10 and 11, as can bee seen when making a ship with GT9.  GT9 ships are
It depends on what tech you're talking about.  GTL 9 electronics and materials technology is by and large around TTL 14.
> 
> Below is the TL scale I use IMGTU
> TTL     GTL           Effect
> 8            8               Use GTL8
> 9            Early 9     Use GTL9
> 10          Mid 9       GTL9 Components with GTL10 Fusion Power
> 11          Late 9       As Mid 9 above, but add special reactionless
> thruster 
> 12          10             Use GTL10
> etc.. as normal

Hm.  I'd use:
TTL 8-9: use GTL 8.
TTL 9-11: use GTL 9; add TL10 fusion at mid-9, TL10 reactionless at late-9.
TTL 12-14: use GTL 10.  X-lasers available at mid-10.
TTL 15-17: use GTL 11 (early).

'Advanced' materials are not available until late in a given TL.

This gives materials and available technology which is closer to what appears in Traveller -- no antimatter and force screens at TTL 14, for example, armor effectiveness is closer to traveller, etc.

------------------------------

Date: Tue, 10 Aug 1999 09:05:11 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Expanding GURPS TL9

William Prankard writes:
> Expanding GURPS TL9 for use in GURPS:Traveller, or
> "Giving the Sword Worlders a Fighting Chance!"
> 
> I feel that GTL9 is much to broad in G:T.  It is used to encompas 3
> traveller tech levels 9-11.
> GTL9 seems much to primative to represent the old traveller tech levels of
> 10 and 11, as can bee seen when making a ship with GT9.  GT9 ships are
It depends on what tech you're talking about.  GTL 9 electronics and materials technology is by and large around TTL 14.
> 
> Below is the TL scale I use IMGTU
> TTL     GTL           Effect
> 8            8               Use GTL8
> 9            Early 9     Use GTL9
> 10          Mid 9       GTL9 Components with GTL10 Fusion Power
> 11          Late 9       As Mid 9 above, but add special reactionless
> thruster 
> 12          10             Use GTL10
> etc.. as normal

Hm.  I'd use:
TTL 8-9: use GTL 8.
TTL 9-11: use GTL 9; add TL10 fusion at mid-9, TL10 reactionless at late-9.
TTL 12-14: use GTL 10.  X-lasers available at mid-10.
TTL 15-17: use GTL 11 (early).

'Advanced' materials are not available until late in a given TL.

This gives materials and available technology which is closer to what appears in Traveller -- no antimatter and force screens at TTL 14, for example, armor effectiveness is closer to traveller, etc.

------------------------------

Date: Tue, 10 Aug 1999 09:32:49 -0700
From: Bruce Johnson <johnson@pharmacy.arizona.edu>
Subject: Re: Any Newton users?

GypsyComet@aol.com wrote:
> 
>  As the Digital Millenium approached, "--M" <mitch@sirius.com> did
> command an infinite number of monkeys to type:
> 
> >Any Newton users?
> >
> >    I just recently converted Double adventure 02 into a newton book.
> >If anyone would be interested in checking it I could Email it to you.  I
> >compiled the book to fit the Newton 2000 screen.  Each adventure
> >and world map is a seperate book and the ATV section is another.
> > I have no idea what drives me to do these things, I think I need to get
> >out of the house more often.
> >
> >- --M
> 
>  Yes indeed. Mine's an old 110, so if you want to test your compile
> on obsolete revolutionary hardware, please send a copy to:
> gypsycomet@aol.com
> 
> If it will recompile easily that would be nice too...
> 

Well, Comrade, mine is even OLDER, MORE obsolete revolutionary hardware
being the Newt 100...:-)

I'll try it too!

I also have the book software (which I haven't played with in ages) so
if the 2.0 and 1.3 versions of the book are compatible files, I can
resize it for a 'classic' Newton.

Power to the Pooqle! I mean Deolle! I mean <tick tick tick> People! ;->

- -- 
Bruce Johnson
University of Arizona
College of Pharmacy
Information Technology Group

------------------------------

Date: Tue, 10 Aug 1999 17:34:19 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Mainland Europe GenCon

Volker asked about the mainland Europe GenCons. This is the response my non
TML friend gave:

>Yeah there was some information on the RPGA website for last year's not
>heard anything about this years.... I'll do a search.
>
>Best information I've found is
>
>http://www.wizards.be/CONVENTIONS/GenCon/Welcome_Gen_Con.html
>
>Looks like he's missed it for this year. He should check the belguim(?)
>Wizards site in future.
>
>Hope that helps.
>
>Dave

Dom

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
"In the End I found beginnings, not a vision, a wake up call.
Raised from the dead by a beating heart and at last I can
  see it all. And my eyes were opened to the darkness.."
                  Fish /Raingods with Zippos/
Rob Prior's Mac software @ http://www.bits.org.uk/ 

------------------------------

Date: Tue, 10 Aug 1999 17:15:47 +0100
From: Matt Clonfero <Matt-C@aetherem.demon.co.uk>
Subject: Re: Explain to me how radios work

AveNelso@aol.com wrote:

>    ALso remember that if the planet has no atmosphere, then radio becomes a 
>line of sight communication device.   Hills and other obstructions will block 
>radio signals and there is no atmospheric effect to bounce the signal around

Surface wave? Or does this require an atmosphere?

Aetherem Vincere
Matt
- -- 
Matt Clonfero: Matt-C@aetherem.demon.co.uk    | To err is human, To forgive
My employer and I have a deal - I don't speak | is not Air Force Policy.
for them, and they don't speak for me.        |   -- Anon, ETPS.

------------------------------

Date: Tue, 10 Aug 1999 17:57:23 +0100
From: Matt Clonfero <Matt-C@aetherem.demon.co.uk>
Subject: Re: Explain to me how radios work

Derrick Jones wrote:

>>Note: A 10km range portable radio will tend to be a line-of-sight
>>transmitter; unless the EW team is within line-of-sight they will not be
>>able to intercept the transmissions.
>
>I would say, using modern military comms as a basis, that portable
>radios would NOT be line of sight. Battlefield man-pack radios require
>that the user be able to operate it without having to change facing...
>(keep your eyes towards the enemy!). Radio comms at section- battallion
>strength will most definitely be omni directional, with limited frequency
>range
>to negate the necessity of Antenna Matching Tuning units (TUAAMs IIRC)

I think you are confusing line-of-sight, which means that you need to be
able to draw an unbroken straight line between the transmitting and
receiving antennae, with directional, which means that the transmitter
does not radiate the signal equally in all directions.

A typical light portable radio with a `10km' design range will probably
be omnidirectional (most likely with a simple whip antenna) but line-of-
sight (can't transmit to someone on the other side of a hill).

Aetherem Vincere
Matt
- -- 
Matt Clonfero: Matt-C@aetherem.demon.co.uk    | To err is human, To forgive
My employer and I have a deal - I don't speak | is not Air Force Policy.
for them, and they don't speak for me.        |   -- Anon, ETPS.

------------------------------

Date: Mon, 09 Aug 1999 22:54:19 +0100
From: John Buston <John.Buston@tesco.net>
Subject: Re: Program Output

>BTW, if you ever stumble across one of those old "workhorse" wide
>carriage dot-matrix printers at a swap meet, consider buying it.
>Ribbons are generally still available cheaply, and they they are *the*
>single best thing ever built for cranking out page after page of
>program listings or subsector data tables.

Wow, how many sectors worth of data are you thinking of printing?

Hmmm, number of parsec hexes in a 2D galaxy is approx 500 million, and say a
quarter of that contain stars, so 125 million lines at 66 lines per page, say 2
million pages. OK maybe I do need one of them :-0

------------------------------

Date: Tue, 10 Aug 1999 13:04:55 +0100
From: John Buston <John.Buston@tesco.net>
Subject: Re: First In

>Three: How could it be changed? What tables/rolls/DMs can be fiddled
>  with to get a few more planets with atmospheres and hydrospheres as
>  mainworlds?

Don't forget that each star in a widely spaced multiple star system can have its
own set of planets - out to one third minimum star separation. This gives you
multiple hab zones to play with, and potentially multiple main worlds. 

This makes for an interesting adventure setting. If there are settlements and/or
resources in the different planetary systems of the different stars in a single
system, then commerce between them is interesting. The systems are in radio
communication range (though with several hours time lag). 

Using jump-1 ships is potentially the fastest way to travel between them - and
gives a viable use for j-1 ships. However, the planets of each star in the
system will tend to lie in the same plane, so jump masking between them may be
severe. Therefore local high G ships may be as likely to work these routes.

There are all sorts of political, military and commercial possibilities of such
a system. It is not quite the same as two systems one parsec apart, travel times
are likely to be similar, but there is direct communication between them. 

It is a bit like having outposts in the outer system of a single star, but with
the possibility of a high pop and resulting high commerce between them.

AFAIK canon makes no mention of commerce in such systems?

------------------------------

Date: Tue, 10 Aug 1999 11:05:54 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: First In

>>Three: How could it be changed? What tables/rolls/DMs can be fiddled
>>  with to get a few more planets with atmospheres and hydrospheres as
>>  mainworlds?
>
> Don't forget that each star in a widely spaced multiple star system can have
its
> own set of planets - out to one third minimum star separation. This gives you
> multiple hab zones to play with, and potentially multiple main worlds.
>
Especially if the systems both have Gas Giants.

> This makes for an interesting adventure setting. If there are settlements
and/or
> resources in the different planetary systems of the different stars in a
single
> system, then commerce between them is interesting. The systems are in radio
> communication range (though with several hours time lag).

Beyond interesting, downright intriguing. Could both systems share the same
farport?

> Using jump-1 ships is potentially the fastest way to travel between them - and
> gives a viable use for j-1 ships. However, the planets of each star in the
> system will tend to lie in the same plane, so jump masking between them may be
> severe. Therefore local high G ships may be as likely to work these routes.

Wouldn't the planets of both stars being on the same plane increase the
chance of erratic orbits? Is it possible the orbital planes could be
perpendicular? Would the outer planets orbit both stars?

If any questions I ask are better answered with a diagram, I give all TML'rs
permission to send me GIF, PICT, or JPEG files to demonstrate their point. I
can see how orbital ballistics could require diagrams. ;)

Besides, the last images sent to me from this list were awesome!
BZA
////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi+  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

------------------------------

Date: Tue, 10 Aug 1999 13:10:35 -0500 ()
From: "Joseph R. Dietrich" <yikes@evansville.net>
Subject: RE: A New Traveller

>Hi and welcome.  Just remember never to say P****e without
>ducking.


Argh, matey! It'll take morein' that to keep us off the list of topics!
We're due another go, we are!

Ciao,

Joseph R. Dietrich
yikes@evansville.net

------------------------------

Date: Tue, 10 Aug 1999 13:18:59 -0500
From: Anthony Salter <badman@austin.rr.com>
Subject: RE: A New Traveller

Thank you.  I wasn't sure what the word was :)  I don't think I even want
to know why I should mention pirates.  Oops...just did...sorry, I won't
mention pirates again.

Badman (pirates?)

At 01:10 PM 8/10/99 -0500, you wrote:
>>Hi and welcome.  Just remember never to say P****e without
>>ducking.
>
>
>Argh, matey! It'll take morein' that to keep us off the list of topics!
>We're due another go, we are!
>
>Ciao,
>
>Joseph R. Dietrich
>yikes@evansville.net
>
>
>

------------------------------

Date: Tue, 10 Aug 1999 14:22:17 -0400 (EDT)
From: Charles Collin <charles@hebb.psych.mcgill.ca>
Subject: FW: Perseid meteor shower and Eclipse

Hi All.  Just got the note below from a friend.  It kinda took me by
surprise, but I thought the listees might be interested. There's also an
eclipse happening early tomorrow morning (5:40 in Montreal).  Apparently
the sun will rise already partially eclipsed?  Now that sounds cool!  (I
hope someone gets really good footage, cuz no way am I getting up at 5 am!
:-).  Gee, that stargazer guy must be just jumping out of his brown
windbreaker! :-)

> The peak activity of the Perseid meteor show is tomorrow and Thursday
> nights (Aug 11-12 and 12-13th). Look to the NE after 10:30pm - the
> meteor shower's radius will be within the constellation Perseus. 40%
> of these meteors produce what is termed "a fireball" with persistent
> trails. You should be able to see one every 20 - 30 seconds between
> midnight and 3am, on either night.
>  
> Viewing is best done out of the city, away from the light pollution.

------------------------------

End of Traveller-digest V1999 #935
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